Re: Abstract Core Ontology for SWSL Processes

>PatH:
>[...]
>>  BTW, the same abstraction works very well for space. Traditional
>>  spatial models start with points (where you click the digitizing pen
>>  on the map) then go to (oriented) line-segments (pair of points) then
>>  to end-linked sequences (paths) then to closed paths (end=beginning
>>  and no crossings) which define (oriented) 2-d regions. These all
>>  build up very nicely as finite structures on points. You can even go
>>  to 3-d and higher, using ideas from homology theory, by stitching
>>  together 2-d cells into 2-d surfaces and defining closure by
>>  cancellation of oriented edges. All of which suggests that this is
>>  indeed a very robust (and certainly very simple) framework.
>
>That sounds great Pat - can you recommend any URI pointers ??
>Thanks in advance :)

Still no URI, but I found the relevant part of my paper copy of the 
1997 USIGS Data Model. In sum, its basically this:

Locations are described by Geometric-Spatial-Elements
G-S-Es are Surfaces or Points or Lines or Volumes
A Point in a Surface is a Surface-Point...
<various subclassifications of surface types, eg fan-surface, etc.>

Point is the locus of a Node
Line is the locus of an Edge
Surface may be covered by Faces
.... <etc. relating actual topography items to topological idealizations>

Now: Node, Edge, Ring, Face and Shell are all Topological-Elements, 
and they are related as follows:
Node is identified by a Point (with coordinates)
Edge has two Nodes (starting and ending) and may be a Ring-edge;
Ring is composed of a Sequence of Ring-edges with a 
'succeeding/preceding' relation on them;
A Ring may be used as a Face-Ring, and may be Internal or External 
(only one external allowed);
a Face is bounded by a Face-ring, and may itself be used as a 
Shell-face: and a Shell is composed of Shell-Faces.

USIGS didn't get into the 3-d homology stuff, but you can get that 
from a topology textbook. Basic idea: treat each edge piece as having 
an orientation and say that opposite orientations cancel. Then add up 
all the edges of all the rings of all the shell-faces. If the result 
is zero, the shell (surface) is closed; if not, then there are holes 
in the surface and the surplus edges are the edges of the hole(s). 
For an example, orient four triangles clockwise, join their edges 
into a tetrahedron so that matching edges cancel.  Now remove one of 
the four sides and do the edge arithmetic again. I bet there are 
algorithms based on this stuff built into the silicon hardware of an 
X-box these days.

>--
>Jos De Roo, AGFA http://www.agfa.com/w3c/jdroo/
>
>PS we some related work (roll algoritm) 25 years ago
>but I guess that a lot has evolved since then...

Nah, the stuff Im talking about goes back to about 1940.

Pat




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Received on Monday, 19 January 2004 20:53:55 UTC